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Mirror's Edge 2 - Catalyst

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Feb 9, 2011
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Just got an email from EA, says they will release the trailer next monday at E3 for Mirror's Edge 2! Finally. Pumped for this, anybody else?
link here as I can't access it from work: http://em.ea.com/a/hBVd0zLB7uauvB9C...t&NUCLEUS_ID=2310289055&NUCLEUS_ID=2310289055

upload_2015-6-9_16-6-52.png
 
Reminds me I've actually got to get round to playing the first one I got ages ago, lol.
 
I still find it enjoyable to jump in every once in a while and play it to appreciate the unique gameplay. I really want to try it out on an Oculus Rift though, seen some cool videos on that and can only imagine the sensations.
 
Yeah, see if you can do all the dizzying moves and spinning around without barfing!
 
I'm excited. Thats one EA game I will buy, since the first one was so much fun!!
 
Unless it's longer and has more depth and replay value than the last one, I see no sense in the "groundbreaking gameplay, features, and experiences" hype. Otherwise it WILL be just a sequel, and even more boring this time around.
 
I CANT WAIT FOR THIS!! Loved the first one!!
 
I'm excited. I am not excited about the persons grammar on that poster. Sentences are not started with and or but.

Should be like this.

Now it’s almost here,but this is not a sequel. It’s a vision of groundbreaking gameplay, features, and experiences.
 
Should be like this.

Now it’s almost here,but this is not a sequel. It’s a vision of groundbreaking gameplay, features, and experiences.

I'd be happy if they just showed something in the dev video that actually verifies it's more ground breaking than the last. Much of the time is spent just talking about Faith's tattoos and clothes. :rolleyes:
 
Ooohhhhh nice.
 
I bet this will run better on AMD graphic cards with Catalyst drivers than on NVIDIA ForceWare XD
 
I bet this will run better on AMD graphic cards with Catalyst drivers than on NVIDIA ForceWare XD

Yeah sure sure... if you remember well this game was one of the pioneers of PhysX.
 
Yeah sure sure... if you remember well this game was one of the pioneers of PhysX.

I don't think you're getting the irony ;) Look at the title of the game...
 
Oh and as for the "pioneers" of PhysX, you mean those overhyped, intentionally crippled physics for non-PhysX users? Without PhysX, shattered glass just disappeared even before it hit the ground. That's "pioneering" for you when Red Faction, a game from 2001 can make a dynamic glass shattering that stays on the ground forever with a single core CPU and any graphic card from 2 decades ago almost. PhysX is just a useless gimmick that's intentionally crippling games for everyone who's not using PhysX. Which mean it's ruining games for roughly 50% of gamers.

I just don't get it why Microsoft doesn't finally make a god damn physics API within DirectX so we can finally move hardware accelerated physics in games to actual gameplay and not just as some useless visuals.
 
I had to disable Phys-X, because with it turned on, my current computer got brought to its knees anytime glass shattered. It was a slideshow! Without Phys-X it ran beautifully.
 
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Found the first irst one difficult coz of the multiple controls
 
Naaah. I played it using arrow keys. Only game that ever caused me problems in that regard was Deus Ex Multiplayer. Controlling countless AUG's with dedicated buttons was impossible with my traditional arrow keys configuration. But I only played that for a short while...
 
How to play with arrow keys?
 
Well, you use arrow keys instead of WASD and place the rest around them. I'm playing this way since beginning of PC gaming and I can't let it go. I just like the open space around and absolutely hate playing with WASD because all controlls are then crammed around. Nightmare to lift fingers in dark and place them back correctly. Where with arrow keys, no such problem even in pitch black darkness.
 
Since the game requires a lot of climbing and jumping and sliding against walls don't think that has to do with side movements with arrows.
 
Haven't played Mirror's Edge, but majority of movement related controls were combos of movement keys in connection with Crouch and Jump, either by pressing or holding them. I don't remember the need for any other keys in order to make a crouch slide or wall run. It was all a matter of directional keys, Crouch, Jump and approach angles. You had to run at the wall at specific angle, otherwise wallrun didn't work. There were some different keys for combat, but those were used rarely, mostly for boss fights as far as I remember...
 
I find Euphoria far more compelling to use than PhysX. I don't get why more devs don't use it. Maybe because there's more substance than hype behind it. The gaming industry is too, well, Hollywood for lack of a better word.
 
But isn't Euphoria focused only on human characters and their behavior/physics? Either way, requiring tons of horsepower just to render few shards of glass in a somewhat realistic way is idiotic. And there are older games that run physics on CPU alone that make better looking glass from almost 15 years ago...
 
Thought you had played it though
 
But isn't Euphoria focused only on human characters and their behavior/physics? Either way, requiring tons of horsepower just to render few shards of glass in a somewhat realistic way is idiotic. And there are older games that run physics on CPU alone that make better looking glass from almost 15 years ago...

More specifically, any living creature's movements with skeletal systems can be enhanced with Euphoria in it's current form, as it focuses on giving beings with skeletal systems actual physical properties representing it.

You mistake my meaning for likening Euphoria with PhysX though. I'm merely saying I see a LOT more value to making humans, mutants, etc, have realistic movements, falls, tumbles, etc, than seeing some Hollywood-like effects where we see bits of paper, interior facades, windows, cobwebs, cloth etc, react to gunshots, wind, etc.

Especially considering how little it's used in games, largely due to the performance hit. Pretty much every graphics feature Nvidia comes up with has a big performance hit. They couldn't do HDAO nearly as well as AMD, so they settled for HBAO+. As much money as Nvidia have to play with, they really don't spend it as efficiently as they could.

Bottom line, the very unrealistic ragdoll Phyics sticks out like a sore thumb to me FAR more than not seeing interactive debris, cobwebs, cloth, etc. It doesn't even come close. Every enemy killed in a well made game is a micro moment of satisfaction, one that shouldn't be spoiled with outdated physics.
 
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